Ice Climbers (SSBB)

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This article is about the Ice Climbers' appearance in Super Smash Bros. Brawl. For other uses, see Ice Climbers.
Ice Climbers
Ice Climbers
IceClimberSymbol.svg
Universe Ice Climber
Appears in SSBM
SSBB
Availability Starter
Tier High (13)


The Ice Climbers, also known as Ice Climber (アイス クライマー, Aisu Kuraimā) in the Japanese versions, the ice-climbing duo from Super Smash Bros. Melee, make a return in Super Smash Bros. Brawl with a significant texture boost to their character models. Although Popo and Nana fight as a duo, only one is directly controlled by the player. The other is computer-controlled, in a manner mimicking the player. In Melee, the player had the option to change the color of the costume and play as Nana, and the option still exists in Brawl, however the Climbers' positions on the character select screen portrait will not change as in Melee, however, the character's stock icon will.

There was a rumor that characters such as Young Link, Mr. Game & Watch and the Ice Climbers were to be excluded from the roster of Brawl due to lack of popularity. However, this rumor has been proven wrong ever since the appearance of Popo and Nana on the Dojo website.

They currently rank 13th on the official tier list, a function of their extensive and intricate grab game that can completely shut down opponents once it begins.


Attributes

The Ice Climbers are lightweight characters that have the unique property of "two in one" character. Thus meaning that the game mechanics consider technically to be two separate characters. Because of this, the Ice Climbers are able to grab two different items and even able to grab two separate characters. In addition, their unique property also make them harder to grab (when one Ice Climber gets grabbed, the partner can simply counterattack). However, they can easily be separated by any strong attacks, thus putting the Ice Climbers at greater risk. In these scenarios, many players would try and recommend that one should attend the partner, even if it puts one in a greater danger (unless, however, the partner gets Star KOed). Also, since each Ice Climber represent fifty percent of their strength, should the partner gets KOed in the match, it would put the player into a position where it is extremely difficult to win a match (particularly in issues in recovery such as Belay). However, Squall Hammer gives a boost in horizontal distance even when the partner is gone. Another interesting note that the climbing boots the Ice Climbers wear give steady traction when running on ice, thus less prone to Prat Falling while moving around in a slippery surface (although they can still prat fall in any over means such as a Banana Peel).

The Ice Climbers have good balance of power and speed and have some very interesting attacks in their arsenal. Their standard special move, Ice Shot, slides on the ground (meaning Crouching or crawling won't be able to defend against this projectile, much like Pikachu's Thunder Jolt) and is very powerful when both Ice Climbers are present. The down special Blizzard can freeze opponents and even cover both sides if the partner is present, thus making the opponent more open to an attack. The Ice Climbers also have a Stall-Then-Fall down aerial attack that makes them less prone to juggling (due to the fact the stall part is not noticable). The forward aerial can meteor smash if the partner successfully hits with the attack.

Many would consider the Ice Climbers to be "the King and Queen of all Chain Grabs" due to the fact that their two-in-one property allow a variety of options in chain grabbing. For example, the lead Ice Climber can grab onto one opponent on use Forward throw and can grab the opponent again with the partner because the partner would have stepped forward a bit, effectively being an infinite chain grab. However, such techniques require precise timing and many would consider this to be unprofessional. Regardless, many tournaments may allow this to compensate several of their weaknesses. In exchange, the Ice Climbers have a poor grab range that makes starting the chain grab tough.

Changes from Melee to Brawl

  • Both Ice Climbers can grab on to a ledge at the same time.
  • More attack power. Blizzard is especially buffed if the Ice Climbers are next to the opponent.
  • Can have the same color costume of the blue costume. The white one is almost the same, but the gloves are different colors.
  • If the partner hits another character while executing Belay, the move is still completed.
  • Belay can be a Tether Recovery if the partner grabs a ledge first, then the leader reaches up to the ledge.
  • Lone Ice Climber's Belay gives some slight distance.
  • Partner can Squall Hammer and Belay alone.
  • The Ice Climbers can become separated easier when attacked, but are a bit better by themselves.
  • Squall Hammer now sends off flakes of ice. However, this only happens when both Ice Climbers are present, and is only for show.
  • Their Orange costume was removed.
  • Partner AI is significantly advanced (near level 9) so it does not die as easily.
  • The Freeze glitch no longer works.

Moveset

This assumes you are using a costume that doesn't switch Popo and Nana.

Ground Attacks

Normal

  • Standard Attack - Popo/Nana/the climbers swings his/her/their hammer(s) in front of himself/herself/themselves. Popo, first hit 3%, second hit 4%. Nana, 2% both hits. Total, 2%-11%.
  • Dash Attack - Popo/Nana/the climbers do/does a short jump and swing his/her/their hammer(s) in front of himself/herself/themselves. Popo, 6%. Nana, 4%. Total, 4%-10%.
  • Strong Side - Similar to neutral, but with one hand. Popo, 9%. Nana, 7%. Total, 7%-16%.
  • Strong Up - Popo/Nana/the climbers spin(s) his/her/their hammer(s) over his/her/their head(s), dealing multiple hits. Popo, 6 hits of 1%, then 4%. Nana, 4 hits of 1%, then 3%. Total, 1%-17%.
  • Strong Down - Popo/Nana/the climbers crouch(es) and sweep(s) his/her/their hammer(s) on the ground in front of him/her/them. Popo, 6%. Nana, 4%-5%. Total, 4%-11%.

Smash

  • Side Smash - Lift hammers over head, then smash straight down. Leader, 12%-13% uncharged, 16%-18% fully charged. Partner, 9%-10% uncharged, 13%-14% fully charged. Total, 9%-23% uncharged, 13%-32% fully charged
  • Up Smash - Swing hammers upwards. Leader, 11% uncharged, 15% fully charged. Partner, 9% uncharged, 13% fully charged. Total, 9%-20% uncharged, 13%-28% fully charged.
  • Down Smash - Sweep hammers on the ground all the way around themselves. Because the back swipes' hitboxes extend a bit in front of the climbers and the back and forward swipes are two separate hits, this attack inflicts huge damage if the target is at close range and both climbers are present, making it ideal for Home-run Contest. Leader, 12% uncharged, 16% fully charged (-2% if facing opponent at close range). Partner, 8% uncharged, 12% fully charged (strangely, +1% to the back swipe). Total, 8%-41% uncharged, 11%-56% fully charged.

Other

  • Ledge Attack - Climbs up ledge and swings hammer(s) over their heads. 8% each hit. Total, 8%-16%.
  • 100% Ledge Attack - Climbs up ledge slowly, then swings hammer(s) over their heads. 10% each hit. Total, 10%-20%.
  • Floor Attack - Popo/Nana/they quickly get(s) up and hammer in both directions. This is surprisingly similar to their Down Smash, in that the back swipes' hitboxes extend a bit in front of them, and the back and forward swipes are two separate hits, making it shockingly powerful at close range (assuming both climbers fell and are in the same position). 6% each hit. Total, 6%-24%.
  • Trip Attack - Popo/Nana/they quickly get(s) up and spin(s) around with his/her/their hammer(s) extended. This is surprisingly similar to their Down Smash, in that the back swipes' hitboxes extend a bit in front of them, and the back and forward swipes are two separate hits, making it shockingly powerful at close range (assuming both climbers tripped and are in the same position). 5% each hit. Total, 5%-20%.

Aerial Attacks

  • Neutral Aerial - The Ice Climbers swing in a circle with hammers outstretched. Leader, 7%. Partner, 5%. Total, 5%-12%.
  • Forward Aerial - The Ice Climbers lift their hammers over head then swing forward, like their side smash. If the partner hits, the attack will be a meteor smash if placed correctly. Leader, 12%. Partner, 7%. Total, 7%-19%.
  • Back Aerial - Swing hammers behind themselves. Leader, 11%. Partner, 8%. Total, 8%-19%.
  • Up Aerial - Stick hammers above their head. Leader, 10% when it first comes out, 7% during the rest of the attack. Partner, 7% when it first comes out, 5% during the rest of the attack. Total, 5%-17%.
  • Down Aerial - A Stall-Then-Fall. Accelerate fall with hammers below themselves. Stall almost unnoticeable. Leader, 8%. Partner, 5%. Total, 5%-13%.

Grabs & Throws

  • Pummel - Headbutt. 1% per hit.
  • Forward Throw - Hit with hammer. If you walk slightly forward with the partner climber (see below) before using, he/she can grab the enemy again RIGHT after you use the attack, making this a chain grab. If used near the edge and combined with your partner using a short hop then Forward Air, it can kill at 50%. 8%.
  • Back Throw - Spin around and hit with hammer. 6%.
  • Up Throw - Throw upwards then smash with hammer. 6%.
  • Down Throw - Spike on ground. Is another chain grab, but you don't need both climbers to execute this one. 6%.

One unique thing about the Ice Climbers is that while one Ice Climber grabs the opponent, the other can use any move in his entire moveset to attack. And if the partner grabs the opponent and the leader's shield is broken during the grab, the partner is actually played as the leader recovers, though walking distance is limited.

Taunts

Up: They set down their hammers and jump up and down. They do the same when they reach the mountain top in SSE and when they make it to the top of a mountain in the original game.

Side: They will point their hammers diagonally upward shout "Yuh!", as wind blows behind them (same as in Melee, only with different sound effects).

Down: They dance in a circle.

Special Moves

Template:Specialmoves

Event Matches

Event 11: Yoshi's Rainbow - As the Ice Climbers, KO six Yoshis in the order red, pink, yellow, green, pale blue, blue.

Event 34: All-Star Battle Melee - The Ice Climbers are one of the eight opponents you must fight from Super Smash Bros. Melee that return for Brawl.

Co-Op Event 10: The R.O.B.'s of Tomorrow - Teamed with Lucario, KO R.O.B.s of increasing size.

Role In the Subspace Emissary

Ice Climbers in the SSE

The Ice Climbers were first seen climbing up the mountain together, possibly in pursuit of the Halberd. When Meta Knight passed them going up the mountain, the Ice Climbers took it as a challenge and jumped up the mountain with Meta Knight. Once they reached the top, the Ice Climbers celebrated with their "victory" for getting up the mountain first, until they and Meta Knight found Lucario, who was looking for a fight with Meta Knight, so the Ice Climbers watch from the side nervously. After the fight, the Halberd crashes the Great Fox into the mountain. Although Meta Knight and Lucario managed to board the Halberd, the Ice Climbers (ironically) are thrown back to the ground towards Marth, Lucas, Pokémon Trainer, and Ike. After facing some more Subspace Army troopers, the Ice Climbers teamed up with the other heroes as they journeyed into Subspace and helped them battle Tabuu.

Costume Gallery

File:Alt-iceclimbers2.jpg
The Ice Climbers' changeable clothes in SSBB

Trivia

  • The Ice Climbers' White, Black/Gray, and Red/Light Blue costumes have Nana as the leader, although it is impossible to tell from their character selection picture (excluding the Red/Light Blue costume).
  • When the leader of a CPU is Star KO'd while the partner remains on ground stage, the partner will taunt before disappearing.
  • When the Ice Climbers perform a forward smash in Brawl, it looks similar to how they attack in their own game.
  • In Stamina mode, it is possible for the partner to die before the leader. If this does happen, the partner will lay on the ground motionless, but not blink red.
  • The follower is always slightly weaker than the leader.
  • The partner can disappear during some Final Smashes if the leader is KO'd, leaving the opponent attacking nothing. [1]
  • Both Ice Climbers must win a microgame in the Wario Ware Inc. stage to be rewarded.
  • The Ice Climbers are one of the two only characters that almost entirely depends on a weapon that isn't a sword (their hammers). King Dedede uses a hammer as well.
  • When the Ice Climbers are trapped by Jigglypuffs Final Smash (and some other circumstances), the effects (like when Popo and Nana are smashed into a wall) are slowed down. However, their moving speed is still the same.
  • A creative little addition to their character, is that the Ice Climbers are not effected by the conditions of ice, and they won't slide on it. This is due to the fact that they are wearing cleats.
  • When Marth uses his Final smash on the Ice Climbers, two HP bars appear.

External links